Jump to content

[LE] Prevent an Object from being dropped even if it's NOT a Quest Item?


Lollia

Recommended Posts

I've run into a scripting snafu with a certain quest, so I'm tearing it apart and patching it back together in a way I know for sure will work.

 

The only problem is that the quest items will no longer be...well, quest items. They'll just be mundane (albeit custom) objects, while conditions checking on the player's inventory will do the rest. The custom items in question should really be classified as food, but then the player might decide to eat them, which would be bad. Ergo, I have them set as non-edible miscellaneous objects, but the player could still decide to drop them, which would cause the quest to become stuck.

 

Is there a way to keep the objects from being dropped without making them into Quest Items via an Alias? Should I try setting them as weapons? I think weapons have a built-in option to not be droppable--unless that option doesn't do what I think it does. :whistling:

Link to comment
Share on other sites

As sphered said. For script, i would make a new reference alias in your quest thats pointing to the player. Then you can attach a script to the alias that has the onItemRemoved event. Dont forget to use an inventoryEventFilter for your items.
Link to comment
Share on other sites

Pretty much it has to be a key then. Those cannot be dropped, and as long as there is no lock in the game that it would unlock, it would never go away. It can also have a script, so can listen for events

 

I never knew that about keys! That's certainly something to consider.

 

 

As sphered said. For script, i would make a new reference alias in your quest thats pointing to the player. Then you can attach a script to the alias that has the onItemRemoved event. Dont forget to use an inventoryEventFilter for your items.

 

 

Noted with gratitude!

 

Another option I was considering was giving the player the ability to request more of the same item from the quest-giver if the number reached 0 before the quest was completed. (But only if I decide to make it edible again. The frosting does look rather tempting.)

 

I'll give everything I have read here some careful thought before proceeding further. I've been working on this thing (it's actually eight different quests connected to each other through an intricate web of global variables and condition checks) since bloody January. I've gone from a love/hate relationship with it to a barely-tolerant/smite-on-sight form of feeling. :nuke:

Edited by Lollia
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...